Lines Matching defs:chroma

6811     char chroma;
6815 chroma = 'x';
6818 chroma = 'w';
6826 * properly in the texture to find the correct chroma values
6832 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6836 * These are the rules for reading the chroma:
6866 /* Put the value into either of the chroma values */
6868 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6870 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6880 /* Put the value into the other chroma */
6882 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6884 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6941 * So it appears as if there are 4 chroma images, but in fact the odd rows
6942 * in the chroma images are in the same row as the even ones. So its is
6953 /* the chroma planes have only half the width */
6964 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6978 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6980 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7007 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7009 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7018 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7021 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7028 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7179 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7184 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7215 shader_addline(&buffer, "TEMP chroma;\n");
7248 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7251 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7253 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7254 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7255 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7256 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);